#DruidWeek Druid Class Sheet
#DruidWeek Druid Class Sheet
#DruidWeek Druid Class Sheet
#DruidWeek Druid Class Sheet
#DruidWeek Druid Class Sheet
The Arcane Duelist, a class about mixing and matching ‘techniques’ to create stylish moves, is now complete.
The Arcane Duelist, a class about mixing and matching ‘techniques’ to create stylish moves, is now complete. As before, the class is licensed under the creative commons. One more to go!
http://www.rpgnow.com/product/115849/The-Arcane-Duelist–A-Dungeon-World-Playbook
So with +DruidWeek coming up, I’d really like some clarification on the shapeshift move.
So with +DruidWeek coming up, I’d really like some clarification on the shapeshift move.
When my player uses an animal move to attack, does he roll? Or does he just automatically hit and roll damage?
Presenting the Cursed Knight, a class about fighting to control the monsters within!
Presenting the Cursed Knight, a class about fighting to control the monsters within! This class is creative commons licensed, and was developed pretty openly with the feedback of my bros over on the Something Awful forums, so you can probably get your hands on it somehow or other if you’re a clever sort. However, I was able to obtain some awesome cover art for this one and would like to keep doing so in the future, so any purchases are hugely appreciated.
http://www.rpgnow.com/product/115567/The-Cursed-Knight–A-Dungeon-World-Playbook
Modified Mage Black Magic spell
Modified Mage Black Magic spell
I love the flavour of the Mage (which is awesome, so glad I bought the Alternate Playbooks) over the Wizard, but it seemed a little over-powered (caveat: based only on one play). Here’s a tweak of the attack spell I’m thinking of using to replace Black Magic
—
When you weave a spell to inflict pain, roll +INT. The spell’s base damage is your damage, and its base range is Close (or Reach if you are using a wand or some other arcane focus). On a 10+, choose 4. On a 7+, choose 2:
-Add extra 1d4 damage
-Add a tag (can be taken multiple times)
-Increase range (Close to Reach, Reach to Near, Near to Far; can be taken multiple times for further range increase)
-Do not become muddled (-1 ongoing to INT until you have a few minutes to clear your head or you cast another spell with a 10+ result)
Available tags:
-Elemental (choose 1)
-Subtle (does not attract unwanted attention)
-Piercing 1
-Two Targets (-1 damage each)
-Forceful
-Debilitating (-1 damage)
—
It ups the potential damage a smidge (from 1d8 to 2d4), but makes the base damage lower and the range increments a bit more of a trade-off between the damage and other effects.
I think I like the idea of a 10+ clearing the the ongoing muddled effect, as I think picking the muddled option then becomes a more viable option for the player, as they might be able to shake it off with their next spell.
Thoughts?
*editted above to be a little more powerful. Making it “10+ choose 3, 7-9 choose 1” if you want a bigger nerf, or drop the base range to Hand.
When exactly do you roll to Take To the Sky?
Originally shared by T. Franzke
When exactly do you roll to Take To the Sky? Everytime you say “i want to fly over there”? When you just fly to get a view of the area you don’t roll it? #inverseworld #skydancer
What was the reasoning behind giving the Cleric moves like Serenity and Providence but not doing something similar…
What was the reasoning behind giving the Cleric moves like Serenity and Providence but not doing something similar for the Wizard?
I’m making some classes for a Star Wars-themed Dungeon World game.
I’m making some classes for a Star Wars-themed Dungeon World game. I first kinda converted some classes to d20 Star Wars equivalents (ranger to scout, thief to scoundrel…) but later rewrote almost everything.
This is the first class I think to be “complete”
THE TRAVELLER
People you travel with are born in cities, full of technology – or in wastelands, isolated and without contact with the society.
You? Maybe you’re born in space, but the only sure thing is: you’re born to travel.
That’s why they need you.
Explorer. Pilot. Mechanic. Information dealer. You work for hire or join other traveling souls, incapable of putting roots down anywhere.
You can survive the cold space and the hot desert, find secrets, repair droids and spaceships, and travel to unexplored systems.
You were always on the move, why stop now?
https://docs.google.com/file/d/0B0fdKFb6M4zwanJZTXNyNjF3clk/edit?usp=sharing
I hope to have some feedback, and I hope to have placed this in the correct section!
I didn’t really like the whole Appetites in the official Barbarian Class.
I didn’t really like the whole Appetites in the official Barbarian Class. Here’s my take on Barbarian. https://dl.dropboxusercontent.com/u/4942600/Barbarian%20Class.pdf
Comments? Tweaks?
https://dl.dropboxusercontent.com/u/4942600/Barbarian%20Class.pdf
Is there XP reward on a 6 or less on Shapeshift?
Is there XP reward on a 6 or less on Shapeshift?
It’s my understanding that it’s not a typical move, but a hold generator. Shapeshift is always something the Druid is able to do. So does it generate XP on a 6 or less?